Opponents for WW 2 teamplay wanted
WW 2 Teamplay Rules
3 Scenarios will be played; War in the West(WITW) Fire in the East(FITE) and Countdown to Infamy(CTI). The chronology of the 3 will be calibrated, though I don't expect exact calibration to be maintained. They should start at the appropriate times(i.e.- when WITW reaches 6/41, FITE starts, and when one of these reaches 11/41, CTI will start.
6 or more players can play. The original 6 who start the game will assume roles as a side in one of the 3 scenarios. They will be referred to as the 'lead' players, and have absolute control over their team's side in their particular scenario. They are permitted to 'sub out' the movement of any size group of units to another member of their team, either a lead player, or as the game goes on there may be non-lead players assigned to each team as well. The lead player can 'hire or fire' these guys whenever he wants. This is done by sending that member the unfinished turn as a 'sal' file and allowing them to finish it. When a lead player(or his substitute) finishes his move, he then sends the turn 'pbl' to all 3 opposing lead players. Teams will all share their passwords with each other. He also will send the END_OF_TURN file to his allies. This way, members of the same team can study each other's scenarios, at times offering whatever observations or strategies. It's helpful that everyone on a team be capable of communicating effectively, and somewhat willing to contribute, or else the value of team play is somewhat defeated.
The war lasted 6 years. If each side took 3 1/2 days to move, that's how long it would take us to finish this. If each side takes a week, we're playing for 12 years - I don't want that. It's for this reason I am imposing a time restriction. Each lead player will be given 2 days to move. If he can't do it in that time, it's his obligation to either allow a teammate to move or finish his move, or submit the turn as is. If it is turned in late, the first time he receives a warning. The second time however, he will be 'bumped' and a new lead player assigned the scenario(he can still command units, but only at the whim of a lead player). If he turns in a move a day early(or more with the help of his opponent), he can store that day(s) for when he needs the extra day. In this manner, we should finish slightly faster than the actual war.
If interested email me at gpomparelli(at)comcast.net
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